Files
42_INT_10_cube3d/srcs/hook/keyhook.c

68 lines
1.5 KiB
C

#include "cube3d.h"
// temp, to map all the keys on linux and mac
static int print_keycode(int keycode, t_plr *plr)
{
ft_putnbr_fd(keycode, 1);
ft_putchar_fd(' ', 1);
ft_putnbr_fd(plr->rot, 1);
ft_putchar_fd('\n', 1);
return(0);
}
// temp end
int hook_action(t_game *game)
{
int is_action;
is_action = 0;
if (is_esc(game->k_hook, &is_action))
shut_down();
if (is_go_left(game->k_hook, &is_action))
plr_posx_decrement(game, &(game->plr));
if (is_go_right(game->k_hook, &is_action))
plr_posx_increment(game, &(game->plr));
if (is_go_forward(game->k_hook, &is_action))
plr_posy_decrement(game, &(game->plr));
if (is_go_backward(game->k_hook, &is_action))
plr_posy_increment(game, &(game->plr));
if (is_turn_left(game->k_hook, &is_action))
plr_turn_left(&(game->plr));
if (is_turn_right(game->k_hook, &is_action))
plr_turn_right(&(game->plr));
if (is_action)
draw(game);
return(0);
}
int keypress(int keycode, t_game *game)
{
unsigned i;
// temp
print_keycode(keycode, &game->plr);
// temp end
i = 0;
while (i < MAX_NB_KEY && game->k_hook[i] != 0 && game->k_hook[i] != keycode)
i++;
if (game->k_hook[i] == keycode && i < MAX_NB_KEY)
game->k_hook[i] = 0;
else if (i < MAX_NB_KEY)
game->k_hook[i] = keycode;
// hook_action(game);
return (0);
}
int keyrelease(int keycode, t_game *game)
{
unsigned i;
i = 0;
while (i < MAX_NB_KEY && game->k_hook[i] != keycode)
i++;
if (i < MAX_NB_KEY)
game->k_hook[i] = 0;
return (0);
}